Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
Re: Risen Champions
> Continue walking a few paces behind my allies, walking as they do, so long as they are not the spectre.
Mon Feb 01, 2016 9:23 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Risen Champions
"Can you guide us through it safely?" > If yes, let him do that. And don't let the crazy ones jump across like rabbits with a death wish.
Mon Feb 01, 2016 10:24 pm
TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
Re: Risen Champions
>Taking a slightly more cautious approach; wait for someone to complete the journey across in full, then attempt to trace their steps.
Tue Feb 02, 2016 5:36 am
Seraphimo
Joined: Thu May 09, 2013 1:24 pm Posts: 89 Location: Somewhere in the solar system. (I'm not telling you where)
Re: Risen Champions
> Follow the blue flames once more to get closer to my king
Tue Feb 02, 2016 12:33 pm
caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: Risen Champions
Should have replied much, much earlier than I did, but here, better late than never:
TorrentHKU wrote:
"Can you guide us through it safely?" > If yes, let him do that. And don't let the crazy ones jump across like rabbits with a death wish.
"Whilst I once knew the layout of these traps as surely as I know my own hands, I must admit, that was some time ago...still, I suppose it would be possible for me to chart you a safe course. Please, wait just a moment..."
For just a single heartbeat the air fills with a low, quiet crackle...and then the air seems to move, almost unnoticed by any of the champions, pushing down upon the brickwork as light as a feather, too light to detonate any of the traps, revealing the location of all the pressure plates before marking their location with a red cross of glowing light showing where it is dangerous and where it is safe...or so it appears.
"I hope that is of some assistance, but I would rather not do so again - if the structure of this cavern has been affected by the passage of time, then there is the chance that the traps might have been impacted by it in someway as well. Stay cautious."
Feeling his presence seeming to shift towards the ceiling, the eyes of a few champions look to the ceiling where a wisp of blue light illuminates the chamber's highest level...revealing that the tiny crack that had dripped a single drop onto Luther's cheek had grown to thrice its original size after the Lich's collision...even still, it dripped little - a testament to the skill with which the chamber had been built.
"...I do not believe any explaining is necessary as to why you should avoid the remaining traps."
Sat Feb 06, 2016 10:33 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Risen Champions
"Who would design traps that would damage the structural integrity of the building they're trying to protect?"
> Sprint fast across the room, trying to avoid the traps, or otherwise move fast enough to get out of the way once they trip. Realize that my success hinges on the will of the divine cube. Pray to the cube.
Sun Feb 07, 2016 6:45 am
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Risen Champions
"Someone expecting them to get used sooner than several centuries later." > Walk carefully across through the safe spaces like a non-crazy.
Sun Feb 07, 2016 8:58 am
caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: Risen Champions
Rolling tomorrow to give people the time to adjust their actions to that post and to give myself time to recover after my birthday.
Mostly the latter.
Sun Feb 07, 2016 1:07 pm
caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: Risen Champions
Alright, and we're done!
**** Roll 2!
Seraphimo/Chas Delaney [5] You watch for a moment as the others start and struggle to find a safe way through the field of traps, then you simply walk forward at a brisk pace, utterly unconcerned for any of the pressure plates you step on. Safe in the knowledge that your spectral nature ensures you have no need to worry about such primitive forms of protection, you stride through the field and into the tunnel opposite, leaving the others far behind as a new group of braziers ignite for you to follow. Finally, after a walk half as long as the one before, you see something up ahead.
A bright light, tinted with a hint of violet.
The mere sight of it fills you with renewed energy and vigor...not only does it make you feel alive, it makes you feel strong. You know, in your core and in every fibre of your being, that this is the right way to go. A few steps further and you feel stronger still, much so, and warm too.
"It is only a bit further from here, champion. Come."
Like a snake feeling the warm kiss of sunlight upon its scales, you rush forward, towards the source of the wondrous feeling...and find a vast and open chamber five times the size of the offering room. Here, in this great hall, nine tunnels met together, four on either side of the room and the ninth between the two groups, a ramp rising towards the surface world. Besides each tunnel stands a pair of statues, twenty feet in height and completely identical to its sibling, a true marble giant with lifelike features, but their magnificence pales in comparison to that which is in the centre of the room.
A towering spire of purple glass, a monolithic crystal that stretches twenty five feet or more into the air, reaching just shy of the domed ceiling. Smaller growths branch outwards from the base, arcing energy to the center once every now and then, and with each crackle comes a pulse from within the tower's heart that fills you with warmth and energy, with life. You know what it is without having ever seen or heard of it before: this is the Soulstone, in all its majesty. Your eyes are fixed on it for but a moment before you notice, near the mouth of the ninth tunnel, stands a man, a king, armored all in plate aside from the head he covers with the hood of his long, sapphire blue cloak. A staff of twisted and spun metal crowned with a glittering amethyst is held in his left hand, and an old and worn book in his right, whilst in front of him stands an improvised table thrown together from stone blocks and the upturned lid of a sepulcher, covered in a dozen more tomes, a scattering of old papers and the occasional other pieces of a wizard's craft, alongside his helm.
Though the king wears no crown upon his brow, his bevor is proof enough of who he is: inscribed in gold is the lion sigil of his line, his initials placed on either side.
"It is beautiful, is it not?" King Arslan asks without looking as he slowly flips through the book's pages, careful to avoid stressing them more than time already had. "One could spend an entire day looking at it and still be amazed by the wonder of it all."
Character Appearance: In spectral form: Cyan ghost like figure. In human manifestation form: A man of average height and width. The face is a very serious face (Kinda like "Every second we spend talking could mean defeat." face) with two scars: one on the right cheek and one over the right eye (from up to down). And the clothing looks like a captain-of-the-guard outfit (Alarandisian captain-of-the-guard outfit). Backstory: Chas Delaney was a captain-of-the-guard tasked with the defense of a fortress on the frontlines that eventually fell late in the war due to the onslaught of hostile forces and supply shortages. The rest is lost to the passing of time. Character Type: Spectre
Inventory Heirloom: A large uncut amethyst that Chas Delaney got as a present from his uncle after Chas had completed his training to be able to become a captain-of-the-guard. Active Phylactery: A large cyan crystal.
Abilities Possess: The Spectre, lacking corporeal form and barely tethered to the material realm, is capable of doing something that nothing else in the world can - they can possess not just living people, but inanimate objects, too. In the case of the former they "push" the owner of the body into an almost trancelike state as they slip in and take control - like a great knight going off to war they are utterly indomitable, but when they are away their home is undefended - whilst the person is, for all intents and purposes, sleepwalking. Some actions, like trying to harm their loved ones, will cause them to snap back to awareness almost instantly, but they are otherwise under the Spectre's complete control. In the case of an object their dominance is complete and utter - a sword controlled by the Spectre is capable of shooting through the air under their command just as a suit of armor might be possessed and made into a capable combatant.
Store: The Spectre, ever aware of the white light trying to call to them and the combined power of the Soulstone and the anchor that binds them, know that not only can they pick an item up off of the ground...but take it with them as they go towards the light, safe in the knowledge that they cannot pass on to the next life so long as their phylactery is intact. Able to drop any object there, outside of space and time and every other law of the world, they are able to store an infinite number of things in the place between one life and the next, even liquids and other such items can be placed there for future use and withdrawn whenever need be...however, should the Spectre be "killed" and made to return to their phylactery, everything they have stored away will be released instantly. A single item will fall to the ground without harm, but the more items stored away the more force that shall be unleashed when the universe reasserts itself - a few nails on their own might be harmless enough, but if the Spectre stores a great quantity of them, their demise would trigger a deadly explosion of flying metal shrapnel, and bigger objects increase in force quicker than little ones.
Imbue: An ethereal being is without limits in the number of forms it can take, allowing them the opportunity to not just forge a new body from the power of illusion, but to take the form of flame, of water and of everything else in in the world that you have experienced. You are not casting spells in the way that the Lich might, no, you become the energy that you wield - the fire you throw is an extension of yourself, able to controlled as such, and thus what it lacks in scale it makes up for with precision, and can safely be used to support your allies directly on their weapons and armor without any real danger.
Statuses Active Phylactery: You are certainly in range of your phylactery, and thus have no need to fear death...still, it might be a good idea to set it down somewhere rather than walk, or in your case, float about with it.
CaveCricket/Chaikin [2] Taking a deep breath and looking at each of the marked tiles before you begin, you sprint across the floor, vaulting from one part to the next with fast leaps and faster bounds, jumping over the traps and weaving between them whenever you can't. You feel the eyes of your king watching your every move as you make them, and eventually, as you cross the dais as a shortcut to the other side, you hear his voice, cautious and uncertain.
"Are you sure it is wise to run through a field of traps?"
You shake off his uncertainty and take another breath as you walk past the vampire, watching as he grins and plucks a single golden coin from the altar and its offerings, then, seeing a veritable wall of traps on the ground ahead, you take a few steps back and run, planning to leap over them all and into the safety of the hallway. Your armor rattles with your every movement, complaining at your haste...and the noise drowns out the sound of a water drop splashing against your helm.
Then, as you move as quickly as you can in such heavy armor, you slip on a small puddle of water, your momentum carrying you off of the dais and onto the hard masonry below where the traps lie in wait. Pain shoots through your back as you land with a loud thud...but nothing else happens...and after carefully looking around to make sure you aren't at risk of setting off any of the traps, you slowly rise to your feet with the aid of another champion and continue, entering the tunnel at last, safe and sound after having made your way through the traps without dying, if barely. Sighing a breath of relief, you make your way through the tunnel just as the spectre had, travelling until you see a great glow ahead.
Character Appearance: Pale skin, black hair, blue eyes. Not the buffest guy around, but he's fit enough to work the farm and run away from bandits. Backstory: Chaikin had his roots as an ordinary farm boy. When the war started, he was drafted as a soldier and ended up not dying immediately. No, he died much later, after many hard-fought battles and slim victories, when a boulder launched from an enemy trebuchet pasted him against the lush Alarandis farmland, sending him back to tend to the crops with the rich nutrients of his body. Or so he thought. Character Type: Death Knight.
Inventory
Old Bracers: An old and rusty set of ill-fitting bracers and gauntlets. +2 defensive die for the arms. Old Greaves: An old pair of greaves and sabatons that clank loudly whenever you move. +2 defensive die for the legs. Old Helmet: A helmet of antiquated design and fashion, still bearing the marks of battle. +2 defensive die for the head. Old Breastplate: A dented, rusty and otherwise forsaken breastplate. +2 defensive die for the chest.
Old Sword: Chipped, blunt and with a cracked crossguard, this weapon has seen better days. +2 offensive die. Old Shield: A wooden shield covered in scars from past battles and with illegible heraldry. +2 block die.
Peasant Knife: An aggressive phylactery resembling an ordinary folding knife. Cutting actions are greatly improved while the phylactery is with Chaikin.
Abilities Chivalry: Though the vows of knighthood might have been sworn so long ago and perhaps even forgotten by the passages of time, you have maintained enough of your memories to know the tell tale signs of another highborn warrior, allowing you to read their body language and thus predict who they will target next and what they are planning to do. In addition these memories also shape your posture, stance and mannerisms, making it clear to all that you were of high birth - an eternally useful thing, as many merchants and heralds can be better "swayed" by the presence of a knight of noble birth than they can a mere mercenary.
Dualist: Untold years of hard earned experience in tournament melee's and on the battlefield allow you to see the openings that appear whenever an opponent launches an attack, allowing you to immediately counter - for every attack you take, you deal another in return, regardless of whether the hit struck you or not.
Assault: A truly skilled warrior knows that it is possible to carry from one attack to the next in a smooth flow from one target to the next, dispatching one opponent only to rush to the next to do so again, with the understanding that a frontal assault can be as good as, if not better, than defense. By sacrificing your defensive roll - any blows targetted at you will thus strike directly against armor - you may select three enemies to attack; should the first enemy die or be crippled, you will immediately proceed to the next target with an additional combat die and again for the final target.
Statuses Aggressive Phylactery: You have your Phylactery on your person, and thus are receiving all its benefits - your final offensive score is 40% higher. Set Bonus: Though your equipment is more at home at an archeological dig than a battlefield, even old and rusty armor is better than no armor at all - +10% defense score.
CrazyMLC/Bodnakin [5] Whereas the other knight bursts into a sprint as they run through the field, you stay calm, watching where they step and following along at a slow, relaxed pace. You watch as they and the vampire climb onto the dais, hoping that its height will be enough to help them leap over the last line of traps, but you simply look around and find a gap in the corner of the final row, no doubt the same path that the builders used, and easily walk through with ease. From there, there are simply no more traps for you to find a way through, and you walk over to the where the other knight has fallen and lift them back to their feet before heading through the tunnel.
Here, the stones seem to be both stronger and older than they were in the tombs and in the offering hall, more closely matched together in size and certainly made with more care - the masons were able to take their time with them, that much is clear, whilst the ones further back were made with haste, even if they had still been hewn by men with years of practice and hard earned skill. Still, you find yourself looking to the side walls and seeing that there are no tombs here, merely walls of stone and columns wearing the guise of sculpture to help hold up the ceiling, and you stop for a moment to admire the craftsmanship on one: though the inscription at the base is hard to read in such lighting, it depicts a fierce and bearded warrior holding a great axe over his shoulder and with some kind of stone clenched tight in his other hand. The stone looks familiar somehow, but it seems as if the mason could not quite capture the detail of it, and it leaves you puzzled for a moment as you continue down the tunnels...
...and stop at the sight of a purple light.
Character Appearance: Lightly tanned skin, brown hair, green eyes. A little short and stout, but has a good chunk of meat behind him. A bit paler and... off, than he was in life. Backstory: Bodnakin wasn't always a knight, he started out in his royal family's business, carving stone and smithing metal. They did it not so much for the money, but for the work itself. As such, the war started without him, as he was meant to stay at the smithery making weapons for the war effort. He had to give up carving stone during this time, which was his true passion, for smithing. But as the military's numbers thinned and thinned, he was eventually told to come to the front lines. He prepared for his moment in the sun, making himself a beautiful two-handed sword, and taking his family's finest armor. His first moments on the battlefield were shortlived however - a boulder launched from an enemy trebuchet flattened him, along with a few others. At least he got to work with stone again. But, his adventure wouldn't end there... Character Type: Death Knight, two-handed sword.
Inventory
Old Bracers: An old and rusty set of ill-fitting bracers and gauntlets. +2 defensive die for the arms. Old Greaves: An old pair of greaves and sabatons that clank loudly whenever you move. +2 defensive die for the legs. Old Helmet: A helmet of antiquated design and fashion, still bearing the marks of battle. +2 defensive die for the head. Old Breastplate: A dented, rusty and otherwise forsaken breastplate. +2 defensive die for the chest.
Old Greatsword: A long and wicked weapon whose blade has been warped slightly, this weapon depends more on its weight than its sharpness, now. +4 offensive die, and this item contains your Aggressive Phylactery.
Abilities
Chivalry: Though the vows of knighthood might have been sworn so long ago and perhaps even forgotten by the passages of time, you have maintained enough of your memories to know the tell tale signs of another highborn warrior, allowing you to read their body language and thus predict who they will target next and what they are planning to do. In addition these memories also shape your posture, stance and mannerisms, making it clear to all that you were of high birth - an eternally useful thing, as many merchants and heralds can be better "swayed" by the presence of a knight of noble birth than they can a mere mercenary.
Dualist: Untold years of hard earned experience in tournament melee's and on the battlefield allow you to see the openings that appear whenever an opponent launches an attack, allowing you to immediately counter - for every attack you take, you deal another in return, regardless of whether the hit struck you or not.
Assault: A truly skilled warrior knows that it is possible to carry from one attack to the next in a smooth flow from one target to the next, dispatching one opponent only to rush to the next to do so again, with the understanding that a frontal assault can be as good as, if not better, than defense. By sacrificing your defensive roll - any blows targetted at you will thus strike directly against armor - you may select three enemies to attack; should the first enemy die or be crippled, you will immediately proceed to the next target with an additional combat die and again for the final target.
Statuses
Aggressive Phylactery: You have your Phylactery gemstone socketed into the weapon you wield, and thus receive its bonus. Gain +1 offensive die with every quality level of the weapon. Set Bonus: Though your equipment is more at home at an archeological dig than a battlefield, even old and rusty armor is better than no armor at all - +10% defense score.
TheKebbit/Tsunnarad [6] Refreshing yourself quickly as to the state of your body - that you are alive and completely restored - before looking towards the trap that struck you down and seeing a thin plume of grey smoke, rising from a square hole in the ground where the pressure plate had been before your unfortunate demise, you first look back towards the altar...and there is the book, floating still despite your second death. Your burnt mouth twists into a charred mockery of a smile as you reach out and take hold of it, bringing it close as you lean onto your staff for support and use both hands to open the book wide, looking into its depths.
But there are no sentences, no words, not even letters.
Instead, there is only black. The ink is so dark that it looks akin to a hole in the world, and covers the entire page. You flip to the next...and it is the exact same as the one before. It is nothing but darkness. Going through the pages quickly, searching for any scrap of knowledge amidst the void, you feel as the ink begins to shudder and move, flowing off the page and into the air, a spiralling black mist darker than night. It circles about you...then pours into your eyes,
It circles about you, as if considering who you are...and then it dives towards you, towards your face, towards your eyes.
You cry out as it bores through flesh and bone and mind, clawing at yourself as flashes of the life before life flood your mind. Books. Battle. Defeat. A trench. An axe. Death. They are all but a blur, a slurry of incoherent moments strung together in a nonsensical manner, but they are your memories and as quickly as they came they disappear again, falling back to the recesses of your consciousness...but they leave something with you, a spell you learnt early in your life, not long after you first learnt of your abilities. Clutching your staff with your left hand, you close your right tightly.
When you open it again, the room is lit by the shining brightness of the light you have made. Closing your hand once more and snuffing out the brightness, you return to the task of navigating the minefield with renewed energy, easily making your way past all of the traps now that they have been marked out for you and your comrades in arms. With every step you feel an immense power growing closer and closer, and before long you see a sign of its presence.
A great violet light, shining down the tunnel.
Character Appearance: Charred and desiccated post-flesh - the shambling ruin of a corpulent man, a swarthy, buccaneering spellcaster who in life was equally at home slaughtering bandits on the frontier or cutting runes inside of a library. The whites of his eyes have darkened to slate grey. A slick mixture of ash and preserving brine trickles from old wounds in his barrel chest. Backstory: A line of scholars, advocates, judges and natural philosophers ended inexplicably with this brute. Given naturally to war, his powerful magical gifts aided his ascent to captainhood in the regular army - mathematics, artillery and impeccable drill were his mundane forte. Tsunnarad ruled his troops with the whip, ruined townships with a massive hand that spat unholy flame. Marked for execution by the enemy when the kingdom was torn asunder, the brave officer remained mute out of spite when asked to plead his case. Perhaps he longed for the final peace. Now, old hates and memories of heavy deeds carry him into a new dawn of horror and blasphemy. Character Type: Lich
Inventory
Old Staff: A cruel and gnarled looking thing, this staff has all the finesse and artfulness of a bridge troll's club. Gain a four offensive die base attack and two die for spellcasting purposes.
Old Robe: Once a fine vestment of carefully spun cloth, moths and time have wrought havoc against this robe. Gain an additional combat die for all spellcasting purposes and +1 defensive die for blows against the chest. Old Leggings: With stitches coming undone and the cloth fraying, it is a wonder these haven't torn in half yet. +1 defensive die for the legs. Old Hat: Though no wizard or spellcaster is truly complete without their hat, this only magic this one has is dust. +1 defensive die for the head. Old Gloves: Gloves are common amongst most wizards, especially those with alchemy as their goal, but these gloves are so perforated and thin that they offer little in the name of protection. +1 defensive die for the arms.
Angered Phylactery: A pendant bearing a molten religious symbol, a smoking tetrahedron of reddened iron with a glow that ebbs rhythmically. The seal of his family's academic god reduced to a focus for his unending life.
Abilities Soul Forge: A unique ability that centuries of influence by the Soulstone has given to the Lich is the power to bind the soul of living beings to one location, similar to how the Soulstone itself holds the souls of the champions in the material world. Whilst the scale of the ability makes it less useful during combat, it allows the Lich to bind someone, such as a particularly dangerous knight, to a single location - though their body might be able to leave the location their essence cannot, making them feel grievously ill and weak the further away they get from the trapped location. Similarly, it is possible to bind the soul of one living being to another - perhaps to even one of your fellow champions - which results in any harm inflicted to the one appearing on the other. These bonds, however, are weaker than those of the Soulstone and any skilled magical user could potentially block their creation or break an established connection, but otherwise they ignore magical shielding and other such wards.
Levitate: An ability commonly found in all spellcasters and the first proof of a youth's affinity for the arcane arts, even the cold grasp of death could not take this skill from you. You have the ability to move objects up to your own weight using only your own willpower, and to do so by merely looking at them - by this means you can crush your foes with heavy objects or simply by lifting them up off the ground only to slam them back into it.
Arcane Expertise: Though death might have stolen most of your memories of life, even the more detailed parts of your long hours of study, it could never take away the impact of your tutors and your tomes and your approach to magical mysteries, all of which have combined into the ability to decipher and understand the tell tale signs of magic. You can look at another sorcerer and see what spell they might weave, as well as examine any magical barrier, glyph or any other such devices and determine what they do and how they do it.
Magical Light: One of the first abilities an apprentice learns and one of the last they lose in the unwinnable war against age and senility, this ability was the first to come back to you after your death: it is a simple one, with little in the name of damaging ability...however, the ability to create light, on demand and without the need of a torch, is an eternally useful ability. The ability to blind one's opponents is even more so.
Statuses Aggressive Phylactery: You have your Phylactery on your person, and thus are receiving all its benefits - the power of all fire based abilities are doubled. Set Bonus: Truly taking the concept of a long dead wizard to heart, your ancient sorcerer's clothes suit you well. Gain another spellcasting die.
Maart3n/Luther [2] Seeing as the others work to try and make their way through the traps and watching as the lich fumbles with something that is not even there - which makes you think for a moment whether his sanity is as badly damaged as his body. Waiting for them to make their way through the first scattering of mines, you carefully trace their movements...but rather than cross the field to try and make your way to the tunnel on the other side, you instead head to the dais and to the altar in the room's heart. On its white surface are a dozen bowls, perhaps a few more, surrounded by the wax mounds that are the remnants of candles, and for a moment a pang of guilt goes through you as you look through them for something that could be of use.
"Do not worry, my champion," the king soothes, "You were one of our honored dead, after all, anything placed upon this altar is yours to choose from."
With the king's words echoing through your mind, you take a closer look at the altar : most of the offerings must have been of flowers or of food, since there is a thick layer of rot and dust upon the altar...but after a while, your fingers find something cold, hard and round. A coin. With a little digging through the dust you pluck it out at the same time one of your plate armored companions slip and fall off the dais, but your eyes are focused entirely on that familiar glimmer of gold. It is an Alarandisian sovereign, a coin struck from an electrum sheet nine tenths gold and one tenth silver, the highest form of currency found inside the kingdom's markets. A single sovereign had been enough to buy a harness of plate armor from a master smith or a horse of good breeding, and ten of them could get you the services of a one hundred man mercenary band for a fortnight of patrols or for a single battle, perhaps two if the loot was good.
"It is not often that someone places gold upon an altar...I doubt it would be worth more than the value of the metal itself now that our kingdom has fallen, still, you never truly know. Perhaps it might still be worth something close to its old value."
Putting the coin into one of your doublet's pockets, you continue rummaging before giving up, having found the only thing of value, then turn to follow the other champions out into the tunnel. The lich toys with his newfound ability to make light, irritating you slightly, but it is nothing you cannot handle - no matter how bright he makes it shine, the irritation refuses to grow with it...but before long, you see a much brighter light down the hall, shining and violet, and it does not weaken you, no, it makes you stronger.
Character Appearance: Sharp hawkish features that are somehow still able to produce a charming smile and tall, the kind of nobleman who thinks the sword to be beneath him. Backstory: A third son to an influential family, Luther was raised to be the Castellan to some small and in his opinion insignificant keep. Considering direct combat and it's inherent risks beneath him, he became a master of siege warfare and political intrigues. Any battle could be won by morale, be it with an arrow in the right back or by attrition. Any battle except his last, surrounded and horribly outnumbered the only option left was retreat. Expecting to be executed should the enemy find out who he was he fled dressed as a commoner among the cooks and maidens. Never expecting to die like so many of his own victims: with an arrow in his back. Character Type: Vampire, crossbow.
Inventory
Old Crossbow: With rusting fittings and old sinews, this once mighty crossbow is on its last legs...even still, it certainly has some bite left. +2 offensive die.
Old Cloak: A thick travelling cloak, well suited for keeping either rain or sun off of the wearer, as well as for hiding things you might want to be hidden. Still, the years have not been kind to this soft cloth, and it both smells musty and has a few holes ripped in it. Allows you to conceal a few small items and provides protection against the sun for a time. Old Doublet: With velvet cloth now marred by dust, this once beautiful doublet looks more like something worn by the peasantry than by a nobleman, even still, its padding is thick and yet it is still extremely easy to more about in. +1 to all stealth actions and +1 defensive die. Old Breeches: Though these worn out leggings might look little different than what a poor merchant might wear, they were made of better material and have a better fit with an emphasis on allowing for easy footwork, eternally useful for dancing...and for sneaking. +1 defensive die. Old Hat: A soft velvet hat that was once formerly crowned with the feather of a peacock, this hat, once the crowning glory of your outfit, shows how dire things have truly become. +1 defensive die.
Active Phylactery: A teardrop shaped vial of his own blood.
2x Smoke Potions: When smashed or otherwise opened, these glass bottles will disperse a thick cloud of grey smoke, perfect for covering one's escape or otherwise making it hard for one's enemies to see you. It disperses before long, however, and even faster in the outside world.
1x Vial of Poison: A dangerous and noxious brew derived from the roots of the nightshade plant, this vile concoction is utterly harmless to you and your fellow undead champions but lethal to most human beings after only a few minutes of ingesting it.
1x Alarandisian sovereign: The highest denomination of money that the old kingdom once used, this golden coin was used to buy high quality weapons and armor or to enlist the services of entire bands of mercenaries. Now that the kingdom has fallen, it's value is merely that of the metal it is made from and nothing more.
Abilities Enthrall: An ability first known of in fairytales and passed down from one generation to the next in story and song, the ability for a vampire to make another their thrall is well known; however, the means varies from a mere glance to a kiss under the moon to everything else imagined by man...in reality, the truth is far simpler; a chalice of vampiric blood is enough to make most people compliant with the vampire's requests, two cups will crack the will of even the strong and three will make them into a true thrall, utterly devoted to their master...however, these effects do wear off given time, though they can be prolonged indefinitely with regular cups to drag on the effect, but any who completely recovers from their effect can never be enthralled again.
Glamor: Any man or woman who has danced the careful ballet of courtly politics and intrigue know best how to catch the eyes of others, how to make themselves appear all the more magnificent and how best to make themselves appear as an unnoticed detail in the background. With their heritage in the royal court of Alarandis, the vampire has this ability and death has only made it stronger. With an innate aura of splendor about them, the vampire can easily find eyes drawn towards them...or, if they so desire, they can control the effect enough that people instead find them more plain in appearance and are less likely to pay attention to them.
Assassinate: Though internal matters of the kingdom were not quite as bloodthirsty as the title of this ability might suggest, despite duels in the name of honor, royal courtiers were both the first and last line of defence against those who might try and infiltrate the realm and its voice whenever diplomacy was needed. With nothing more than a dagger and your wits, you can instantly and silently kill any unwary target you are standing behind with almost no difficulty. In addition, you can slip poison into drinks and other such things without your target taking notice, so long as they are unaware of your intentions to do so, and assassinate someone from a location such as a building or even a grassy knoll whilst using a crossbow.
Statuses Blood Level : 5. Set Bonus: Half of being a nobleman is looking the part - your old clothes might get you turned away from the table of a high and proud lord, but they make you look nothing like any sort of threat. Enemies are less likely to target you in battle and might not even consider you an opponent at all. Active Phylactery: You are certainly in range of your phylactery, and thus have no need to fear death...still, it might be a good idea to set it down somewhere, perhaps somewhere dark...
TorrentHKU/Captain Brynhildr Kindaustein [3] Taking a path of caution rather than one of haste like your companion chose, you carefully step between the traps as you maneuver through the field. Every move is measured and precise, every move is exact and only made after a moment's deliberation, the echoes of a life spent on the battlefield where a single misstep could be your end. That is not to say that caution should be one's approach to everything, merely that there is a time and place for it over brash action...and this is one of those times. You easily make your way through the traps without any real difficulty, stepping over the ones that are positioned to block your path and between those you can't, till you reach the tunnel's entrance not after the other death knight slips up and makes his own way through.
From there, it is a short and quiet walk through a darkness removed only by the brazier's blue flames. It is entirely uneventful, a good thing, but before long you feel...something, something different, an ageless strength that fills you with a might far beyond that which you had before your approach or before you died, for that matter.
A few moments later, you see why. A great purple light, shining down the halls.
Character Appearance: A tall nordic woman with a hard edged face. Steely blue-grey eyes with a piercing stare, and long golden-brown hair tied into a hair braid down to her waist, secured with a thick round silver hair clip near the end.
Backstory: Raised without a mother due to an accident involving a pack of wolves, Brynhildr was worked hard and raised strong. When combat broke out nearby, she quickly joined in the defense, rapidly making a name for herself with her no-nonsense fighting style and brutal efficiency in battle, in one fight cutting down half of a dozen men by her lonesome and scaring the rest into fleeing. Her rise through the ranks was meteoric when leadership was so rapidly lost to battle, though her end was just as climactic; felled not by an enemy blade, but by a large boulder fired from a siege engine.
Character Type: Death Knight. Inventory
Old Bracers: An old and rusty set of ill-fitting bracers and gauntlets. +2 defensive die for the arms. Old Greaves: An old pair of greaves and sabatons that clank loudly whenever you move. +2 defensive die for the legs. Old Helmet: A helmet of antiquated design and fashion, still bearing the marks of battle. +2 defensive die for the head. Old Breastplate: A dented, rusty and otherwise forsaken breastplate. +2 defensive die for the chest.
Old Sword: Chipped, blunt and with a cracked crossguard, this weapon has seen better days. +2 offensive die. Old Shield: A wooden shield covered in scars from past battles and with illegible heraldry. +2 block die.
Abilities
Chivalry: Though the vows of knighthood might have been sworn so long ago and perhaps even forgotten by the passages of time, you have maintained enough of your memories to know the tell tale signs of another highborn warrior, allowing you to read their body language and thus predict who they will target next and what they are planning to do. In addition these memories also shape your posture, stance and mannerisms, making it clear to all that you were of high birth - an eternally useful thing, as many merchants and heralds can be better "swayed" by the presence of a knight of noble birth than they can a mere mercenary.
Dualist: Untold years of hard earned experience in tournament melee's and on the battlefield allow you to see the openings that appear whenever an opponent launches an attack, allowing you to immediately counter - for every attack you take, you deal another in return, regardless of whether the hit struck you or not.
Assault: A truly skilled warrior knows that it is possible to carry from one attack to the next in a smooth flow from one target to the next, dispatching one opponent only to rush to the next to do so again, with the understanding that a frontal assault can be as good as, if not better, than defense. By sacrificing your defensive roll - any blows targetted at you will thus strike directly against armor - you may select three enemies to attack; should the first enemy die or be crippled, you will immediately proceed to the next target with an additional combat die and again for the final target.
Statuses Aggressive Phylactery: You have your Phylactery on your person, and thus are receiving all its benefits - gain +1 block die with every quality level of the shield. Set Bonus: Though your equipment is more at home at an archeological dig than a battlefield, even old and rusty armor is better than no armor at all - +10% defense score.
**** Game Events
Whether one by one or as a group the champions make their way through the dark and dank tunnels before coming to a halt near the main chamber, having overcome all the traps placed before them without much difficulty. A great light shines across the stones, its reflection carried away by the smooth masonry, but every single one of them feels it before they see it: strength. Newfound and greater than it had ever been in life, every one of them feels stronger, healthier, more agile, greater than they had been before they had seen the light, and heading towards it only intensifies the effect as they grow nearer and nearer the source...till, at last, they enter the main atrium and see it.
The Soulstone, a tall and towering monument of the Alarandisian mastery over magic and sorcery and your key to immortality.
It pulsates slowly, like the throb of a living heart, and every beat restores your vitality, the fire of your existence growing brighter in its presence. Here they find the spectre, who had simply walked over the traps and into the hallway, and it is here they find their king, armored and dressed as he had been on the night the kingdom fell.
He gently sets his book down on the table, then walks towards the group with a warm smile. His words are soft and well spoken, with all the weight of a leader who truly cares for his people and his realm behind them.
"We meet together at last, champions. Were it under better circumstances, perhaps I might have held a feast in your honor, but alas, the worst has come to happen. I will not mince my words with pleasantries nor try to make things appear better than they are. Our situation...is grim. Our armies were crushed and our people slaughtered, our cities sacked and our coffers pilfered. I admit this freely because I am certain in your abilities."
"If you have any questions before I give you your first task, say them now. I will answer honestly and to the best of my abilities."
Mon Feb 08, 2016 1:30 pm
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
Re: Risen Champions
"So, we 6 champions are to, what, reclaim the realm? By ourselves?"
Wed Feb 10, 2016 12:14 am
caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: Risen Champions
TorrentHKU wrote:
"So, we 6 champions are to, what, reclaim the realm? By ourselves?"
"I won't lie to you - if as much time has passed as I believe there might have...then you will encounter people who have no living memory of our realm being independent, yet alone mighty. Things might sound utterly hopeless, but to the other peoples of the world our kingdom has long been consigned to the dustbin of history. For us to be here conversing means that they do not know of the Soulstone's existence, thus they do not know of us, or whatever changes we might have undergone due to its influence."
"To put it simply, we have the ultimate element of surprise...and six people can succeed where an army cannot. You can slip inside a fortress almost unnoticed whereas an army would be seen from afar by lookouts. You can gather information underneath the enemy's own roof and at his own table, where even the strongest host would be stopped dead in its tracks."
"Whilst you are out there, working to restore our realm, I shall continue my work here, on the Soulstone. Suffice to say, I have gained a rather different perspective on its workings than I had in life. Perhaps I might yet find a way to give you some...assistance. Even still, I am sure you will be able to find our people still living in the lands that used to be theirs, even if they remember their heritage only in song and story. They will no doubt give you assistance on your way, where they can, and they will form the backbone of our new kingdom."
"Infiltrate, assassinate, charm, it matters not what your methods are. Sow discord amongst our enemies, bolster our allies and even six people will be able to resurrect our kingdom."
Wed Feb 10, 2016 12:25 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Risen Champions
"So who's our enemy?"
Wed Feb 10, 2016 3:23 am
caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: Risen Champions
CaveCricket48 wrote:
"So who's our enemy?"
"Our enemies are those who took part in the destruction of our kingdom in the great war, those people who lay claim to our ancestral soil and those who would deny returning it to its rightful owners. It might sound vague, I know, but if a century has passed...who knows who controls the lands that used to be ours, now? We were attacked by our neighbouring realms who no doubt divided our lands amongst themselves, but yesterday's friends are tomorrow's enemies. Who is to say that they did not turn against one another after we were beaten?"
"Like you, I have lost much, but I remember names, heraldry and more. Vorvich to our east, a city of merchants and mercenaries. Dhraenin to our west, a kingdom that was new when Alarandis was ancient...and Orthandra to the north, our brothers and our bane. They were the enemies who brought down our realm, and they are the ones who will have to be defeated for us to rise again."
Wed Feb 10, 2016 1:43 pm
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Risen Champions
"If a century or more has truly passed, are the people that reside in the land that was once ours truly enemies? The previous kings and lords and generals are all dead, what is left are their children who cultivated the land for food, built shelters, and raised families of their own.
If they refuse to give the land back, I wouldn't fault them. They had no part in the actual destruction of our kingdom, and have every right to declare their farms and dwellings their own.
Though, when we go up there and they happen to be horned fire-breathing demons that roast little kids over the fires, I'll probably have a different outlook on the situation."
Wed Feb 10, 2016 6:46 pm
caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
Re: Risen Champions
CaveCricket48 wrote:
"If a century or more has truly passed, are the people that reside in the land that was once ours truly enemies? The previous kings and lords and generals are all dead, what is left are their children who cultivated the land for food, built shelters, and raised families of their own.
If they refuse to give the land back, I wouldn't fault them. They had no part in the actual destruction of our kingdom, and have every right to declare their farms and dwellings their own.
Though, when we go up there and they happen to be horned fire-breathing demons that roast little kids over the fires, I'll probably have a different outlook on the situation."
"You speak as if they had wiped out the kingdom's peoples to the last babe and settled the lands anew with their own populace. No, that's not what happened: the goal of their campaign was to conquer our kingdom, not destroy it. They wanted our fertile fields, our rich mines and our ancient forests...and what are farms without farmers, mines without miners and forests without foresters?"
"No. Destroying our people earns them nothing, and if there was anything our foes had in abundance it was pragmatism, I feel. If anything you will return to the surface to find that our people have become an underclass, made into serfs and peasants and the like, if not been ignored outright so long as they pay their tributes and provide bodies for whatever wars they wage against one another."
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